#pragma once
#include "../Program/VertexProgramDecompiler.h"
#include "VKProgramPipeline.h"
#include "vkutils/pipeline_binding_table.h"

namespace vk
{
	class shader_interpreter;
}

struct VKVertexDecompilerThread : public VertexProgramDecompiler
{
	friend class vk::shader_interpreter;

	std::string& m_shader;
	std::vector<vk::glsl::program_input> inputs;
	class VKVertexProgram* vk_prog;
	vk::pipeline_binding_table m_binding_table{};

	struct
	{
		bool emulate_conditional_rendering{false};
	} m_device_props;

protected:
	std::string getFloatTypeName(usz elementCount) override;
	std::string getIntTypeName(usz elementCount) override;
	std::string getFunction(FUNCTION) override;
	std::string compareFunction(COMPARE, const std::string&, const std::string&, bool scalar) override;

	void insertHeader(std::stringstream& OS) override;
	void insertInputs(std::stringstream& OS, const std::vector<ParamType>& inputs) override;
	void insertConstants(std::stringstream& OS, const std::vector<ParamType>& constants) override;
	void insertOutputs(std::stringstream& OS, const std::vector<ParamType>& outputs) override;
	void insertMainStart(std::stringstream& OS) override;
	void insertMainEnd(std::stringstream& OS) override;

	const RSXVertexProgram& rsx_vertex_program;

public:
	VKVertexDecompilerThread(const RSXVertexProgram& prog, std::string& shader, ParamArray&, class VKVertexProgram& dst)
		: VertexProgramDecompiler(prog), m_shader(shader), vk_prog(&dst), rsx_vertex_program(prog)
	{
	}

	void Task();
	const std::vector<vk::glsl::program_input>& get_inputs()
	{
		return inputs;
	}
};

class VKVertexProgram : public rsx::VertexProgramBase
{
public:
	VKVertexProgram();
	~VKVertexProgram();

	ParamArray parr;
	VkShaderModule handle = nullptr;
	vk::glsl::shader shader;
	std::vector<vk::glsl::program_input> uniforms;

	void Decompile(const RSXVertexProgram& prog);
	void Compile();
	void SetInputs(std::vector<vk::glsl::program_input>& inputs);

private:
	void Delete();
};
